I couldn't see the top of your own Menu Manager - are you assigning a custom Event System prefab, or are any custom scripts attached to the InventoryUI?
I think the next logical test is that of the reverse - i.e. copy your own Inventory menu into t…
I'd like for this to be possible with the Events Editor and the Hotspot: Run Interaction Action. Currently, however, you can't define the Inventory interaction to run if you're using a Hotspot parameter. I'll see about amending this in v1.80.1.
I…
Unity doesn't allow componets to be edited together if they rely on custom editors, unless your Inspector is in Debug mode.
If you present the player with the same options multiple times, however, you don't need to create a separate Conversation ea…
There were a couple of drag-related fixed in between, but it's too long ago to recall exactly.
Does this occur if you use - not duplicate - the Demo's Menu Manager, setting the Inventory menu's Source to Unity Ui Prefab? I cannot recreate the issu…
This is due to your custom script, InteractionOnNearest, which needs amending following the update:
using UnityEngine;using AC;public class InteractionOnNearest : MonoBehaviour{ public float minimumSqrDistance = 10f; private void Update () …
Here, your Settings Manager's Interaction method is set to Choose Hotspot Then Interaction, which does show the Interaction menu.
The Settings Manager in your first screenshot has this set to Context Sensitive, which instead shows icons with the cu…
That is your cursor - not the menu.
The Interaction menu will show if your "Interaction method" supports it. Context Sensitive doesn't trigger menus of the type "On Interaction" - instead, it's entirely cursor-based.
You can p…
What version were you updating from?
The main thing I'm setting the Drag threshold value, under the "Interface" panel in the Settings Manager.
This represents how far a click/touch has to move, once it begins, for it to be considered a &…
Welcome to the community, @ContractedAdventurer.
I'm afraid the tutorial mistakenly referred to the wrong token. I've corrected this issue - thank you for the alert, and apologies for the trouble.
The [param:X] token represents the parameter's ra…
They aren't official tutorials - they're certainly well-made, but I'd recommend sticking to the official ones or asking here if you're concerned about best practices.
For interactive conversations, AC's Conversation system allows you to present the…
Are there more layers at work in the Animator? The video only shows a single animation on loop, but the animation is changing.
Also, what's the Hierarchy chain like, and where is the NPC's root position?
What's the intended behaviour, exactly? I…
The workflow's correct. Try replacing line 317 of the same file:
runtimeChar.Teleport (pointArray[i]);
with:
if (i >= 0 && i < pointArray.Length) runtimeChar.Teleport (pointArray[i]); else runtimeChar.Teleport (targetPosition);
One thing I forgot to mention: if you do delete the AC.asmdef file, you'll need to manually add TimelineIsPresent as a Scripting Define Symbol for Timeline integration - as its presence is now autodetected by the asmdef file.